I have a syncList of all of the players in the game, and they are only being modified on the server. The client reads the player list count at "0", even if there are 2 players in the game. On the server, however, the players read correctly.
For the client prediction, on the Server, the player moves fine, even with a little lag, but for the local player, the server reconciliation is making the player have position, rotation, and shaking.